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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>November</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Exploring Visuo-Tactile Embodiment in a Social Virtual Reality Se ing with a Physical Wheelchair for Training Empathy Towards Social Disability Barriers</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Jeremy Meijer Nikolaos Batalas Breda University of Applied Sciences</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>8</volume>
      <issue>2020</issue>
      <abstract>
        <p>Interactions of personnel with patients in healthcare settings tend, as a norm, to be depersonalized and detached, failing to acknowledge that patients seek empathy from their caregivers. Experiential learning that allows trainees to understand the subjective experience of disability can be useful in the education of empathy, but disability is usually portrayed as a private impairment, and most scenarios fail to acknowledge its dimension of social construction. We plan to investigate the potential of an embodied VR experience, using a physical wheelchair as a controller in the VR space, to see whether visuo-tactile VR experiences with social barriers of disability enhance empathy in dutch medical students.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        ON CROSS-REALITY AND THIS WORK
The term Cross-Reality (CR) is a classi er for system con gurations,
where combinations of computational elements such as sensors
and actuators, virtual objects, and real objects such as tangible
artifacts are placed in various forms of interplay, to create exchanges
between the real and the virtual world [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. As such, the design
space for CR is potentially far more vast than Virtual-Reality (VR)
or Augmented Reality (AR) systems.
      </p>
      <p>Additionally, there are several exemplary implementations of
VR and AR systems in domains such as industrial production or
home entertainment, and signi cant support for developing new
ones in terms of end-user-oriented, reasonably priced hardware
and software. In contrast, compositions of hardware, software, and
physical objects that could constitute CR systems, and possible
applications for them, are more exploratory and experimental. To
the extent that they might make use of better-de ned components
of VR or AR systems, the extent to which they should be classi ed
in categories di erent than CR can be debated.</p>
      <p>Consequently, it may be sensible to regard VR, AR and CR
systems collectively as existing on a multidimensional spectrum, their
placement on which is determined by the degree to which they
emphasize elements of these paradigms, rather than exclusively
belonging to one.</p>
      <p>This rest of this text discusses how a very small step could
possibly be made, in a far bigger problem domain that relates to societal
outcomes in the real world. Nonetheless, it does present a technical
con guration that combines a physical object used for everyday
mobility, a wheelchair, which is instrumented with sensors (rotary
encoders) to feed information about movement into a virtual world,
and through tactile actuators, to feed information from the virtual
world back to the wheelchair operator, and hopefully these aspects
place it on a part of the systems-characterization spectrum that is
interesting to the XR-minded reader.
2</p>
      <p>
        EMPATHY IS IMPORTANT FOR QUALITY
HEALTHCARE, BUT STILL LACKING
Contrary to common assumptions, healthcare isn’t necessarily
empathetic. Mainstream thought in the 20th century viewed empathy
as a “detached concern” within medicine, of purely intellectual form
at best. Engagement with the patient’s emotional needs is not
necessarily viewed as a core aspect of care [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. However, empathy in
interactions with patients is increasingly seen as bene cial or even
critical to the quality of care [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ][
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. Patients also tend to
appreciate doctors who demonstrate good empathetic skills, such as being
interested in the patient’s concerns, encouraging communication,
and helping them with emotional problems [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        As can be expected though, people cannot uniformly be capable
of displaying empathy. The ways in which the empathy of
medical students uctuates during their years of training is a topic
under constant investigation, and multiple studies nd it to
decline, especially during the phase of clinical training [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ][
        <xref ref-type="bibr" rid="ref12">12</xref>
        ][
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
The possibility of individuals already starting from a low
potential for empathy could be cause for worry as to what empathetic
skills medical graduates might imbue their practice with. Things
can potentially worsen as students transition into the workforce.
They often enter overcrowded institutions, are exposed to
experiencing depression and anxiety, and often nd themselves in need
of support [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The complexities of clinical practice tend to cause
distress [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and decrease empathy [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Given the importance of
empathy in the provision of healthcare, the topic of empathy
training in healthcare trainees and personnel at all stages, is one of
particular signi cance.
3
      </p>
    </sec>
    <sec id="sec-2">
      <title>EXPERIENTIAL LEARNING SIMULATIONS</title>
    </sec>
    <sec id="sec-3">
      <title>CAN TRAIN EMPATHY FOR DISABILITY</title>
      <p>
        Experiential modes of learning have shown hopeful promise in
increasing empathetic ability [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. In experiential learning,
learners are not restricted to a passive role, but processes exist where
learners are directly involved in the experience and re ect on it.
Simulations can provide a pathway for experiential learning to
occur. In the context of disability however, certain designs that
disable participants have been criticized for focusing on negative
experiences, and what people cannot do, rather than simulating a
functional disability experience[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Unintentionally, they increase
the perception of otherness in the disabled, and charge interactions
with the disabled with feelings of anxiety and threat [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ][
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
      </p>
      <p>
        On the other hand, simulations can be used to explore the unique
demands that disability places on the realm of experience, and
responses to those demands. Such simulations allow re ection on
the experience„ demonstrate the relationships between the
environment and individual, enable the participant to accept and see
disability with compassion, and support positive change of
attitudes [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>SIMULATIONS OF DISABILITY IGNORE ITS</title>
    </sec>
    <sec id="sec-5">
      <title>SOCIAL DIMENSION</title>
      <p>
        Promising as simulations of disability may be for teaching
empathy, scenarios of disability tend to focus on personal de cits
(impairments), ignoring the picture of disability in social settings,
where disability becomes an impairment by way of social
construction, through such mechanisms as lack of opportunity, and
discrimination[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Such social attitudes can become more limiting
than physical impairments [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>
        However, experiential simulations that do explore disability in
society, can provide insight into disability, not presented simply
as a private a air, but allow the participant to become aware of
social dimensions like bias, stereotyping, labeling, and interaction
strain [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Even brie y enacted, these experiences allow the
participant to learn more about themselves and the social construction
of disability, and “truly gain some insight about what it means to
live in society with a disability rather than simply to live in one’s
physical environment with a disability”
5
      </p>
    </sec>
    <sec id="sec-6">
      <title>A VISUO-TACTILE VR WHEELCHAIR</title>
    </sec>
    <sec id="sec-7">
      <title>EXPERIENCE AS A TOOL FOR TEACHING</title>
    </sec>
    <sec id="sec-8">
      <title>EMPATHY</title>
      <p>
        Virtual Reality (VR) can be a medium for experiential learning
scenarios [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], where empathy can be fostered and inspired[
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. This
makes VR a promising tool for exploring scenarios that involve
disability [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Embodiment is an important design element in VR
experiences that target empathy [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. According to Kilteni et al[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ],
the Sense Of Embodiment has an underlying structure consisting of
three sub-components: sense of self-location (SoS), sense of agency
(SoA), and sense of body ownership (SoB). SoB increases by
degrees of sensory correlations, between biological movement and
perceived stimulation on an avatar’s body, through visuo-tactile
sensory correlations.
      </p>
      <p>The question of whether there are gains from exposing
healthcare students to social barriers that result from disability, for the
purpose of teaching empathy, by means of a visuo-tactile VR wheelchair
experience has not been investigated. Our particular purpose is to
examine how a sense of disabled agency, through visuo-tactile
disabled embodiment, in settings with social barriers within a
VR/wheelchair experience, a ects Dutch healthcare students’
empathy. The question to answer is: What are the e ects of disabled
visuo-tactile embodiment, compared to disabled non-visuo-tactile
embodiment, on empathy for disabled people, from a Dutch
nonhandicapped healthcare student’s point of view?</p>
      <p>We base the e ort on the following hypotheses:
(1) The Sense of Embodiment has a positive e ect on empathy
within VR.
(2) Higher sense of agency decreases personal distress.
(3) Tactile feedback correlated with visuals positively a ect the
sense of presence.
(4) Higher sense of presence correlates with higher empathy
levels.
5.1</p>
    </sec>
    <sec id="sec-9">
      <title>Materials</title>
      <p>
        In scenarios of disability that involve the use of a wheelchair, using
the wheelchair as the actual controller for navigating the VR
environment can be a powerful agent of embodiment. The primary
stimuli considers a VR wheelchair experience, inspired by Hao[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
Additional stimuli will be provided by means of controllers, to
allow for tactile feedback in relation to visuals. The wheelchair will
be lifted from the ground, to allow rotation of the wheels
without moving in physical space, and rotary encoders placed on the
wheels will translate wheel rotation into movement within VR.
Head Movement is tracked, to change the VR viewport accordingly.
      </p>
      <p>
        Social constraints are simulated based on the conditions by Pivik
et al. [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] and Barney[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. These will include The attitudinal barriers,
such as comments an interactions from virtual people, exemplifying
attitudes [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] like:
(1) interaction strain
(2) rejection of intimacy
(3) generalized rejection authoritarian benevolence
5.2
      </p>
    </sec>
    <sec id="sec-10">
      <title>Method</title>
      <p>We plan to conduct a randomized, between-subject research design,
to evaluate disabled agency e ects in VR. The independent
variable will be the visuo-tactile interaction scenario. Two mediated
conditions will di erentiate the degree of agency. In one condition,
visuo-tactile correlations will be present, allowing interaction with
the environment and giving greater independence to the user. In
the other condition, visuo-tactile correlations are absent, causing
dependency only on the social environment, emphasizing social
constraints and barriers. The dependent variables are Empathy,
Sense Of Embodiment, and its sub-components (SoS, SoA, and
SoB).</p>
      <p>
        Visuo-tactile embodiment in a social Virtual Reality se ing with a physical wheelchair
We will enlist participants from students in healthcare studies
in Groningen, the Netherlands. Initially, levels of empathy will be
evaluated through a chosen questionnaire (such as the Empathy
Quotient[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]). After randomized exposure to stimuli (visuo-tactile
or non visuo-tactile) surveys will be conducted to measure SoE,
and how the students’ empathy was impacted. Although empathy
measures have been criticised in literature over time, but reliability
and validity have been justi ed.
6
      </p>
    </sec>
    <sec id="sec-11">
      <title>CONCLUSION</title>
      <p>Studies exploring e ects of disabled embodiment in social settings
within VR are scarce. Investigations of the e ect on empathy of a
disabled visuo-tactile embodiment in a disabled sense of agency
resulting from social barriers, have not been conducted. Filling
this gap can be potentially useful in the development of XR-based
experiential learning materials that can enrich the curricula of
studies that aim to train healthcare professionals.</p>
      <p>In this position paper we have laid out the problem and attempted
to chart an initial experimental course of action, that might still
need to be iterated on. We invite participants to the Cross Reality
Workshop to o er their re ections and helpful criticism regarding
the above, especially with regard to overlooked aspects and pitfalls
of the approach.</p>
    </sec>
  </body>
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